Game, such as electronic collectable and card or tradable object game employing customizable features

ABSTRACT

A game employing user-modifiable game components, such as cards in a collectable card game, employs various features to provide user-modifiability, including sleeves, transparent cards, stickers, and other elements. Electronic versions of the game and various other features are included, including tracking of history associated with such components.

CROSS-REFERENCE TO RELATED APPLICATION(S)

This application is a continuation of U.S. patent application Ser. No.15/454,774, filed Mar. 9, 2017 (Attorney Docket No. 23652-8006.US05),which is a divisional of U.S. patent application Ser. No. 13/923,702,filed Jun. 21, 2013 and issued as U.S. Pat. No. 9,616,323 (AttorneyDocket No. 23652-8006.US04), which is a divisional of U.S. patentapplication Ser. No. 12/176,873, filed Jul. 21, 2008 (Attorney DocketNo. 23652-8006.US03) and issued as U.S. Pat. No. 8,523,648, which is acontinuation of U.S. patent application Ser. No. 11/952,072 filed Dec.6, 2007 (Attorney Docket No. 23652-8006.US02), which is a continuationof U.S. patent application Ser. No. 11/738,308, filed Apr. 20, 2007(Attorney Docket No. 23652-8006.US01), which is a continuation-in-partof International Application No. PCT/US06/02277, filed Jan. 24, 2006(Attorney Docket No. 23652-8005.WO00), which claims benefit of U.S.Provisional Application No. 60/646,724, filed Jan. 24, 2005 (AttorneyDocket No. 23652-8005.US00), and claims benefit of U.S. ProvisionalApplication No. 60/794,210, filed Apr. 21, 2006 (Attorney Docket No.23652-8006.US00). All these applications are incorporated herein byreference in their entireties.

BACKGROUND

Collectible trading card games are known. U.S. Pat. Nos. 5,622,332, andRE37,957, describe such card games. Commercial examples of such gamesinclude Magic: The Gathering, Pokemon, Star Wars, MagiNation, and ShamanKing. Each of these games employs different rules, although as acollectible trading card game, they include some or all of thefollowing: collectability, casting cost, deck construction, tapping, andspecial ability cards. Collectability refers to a game that has acollectability element, for example, the ability to purchase additionalgame pieces/cards that each have levels of rarity from common, uncommonand rare cards/game pieces. Casting cost refers to a game mechanicelement that requires the playing of at least one card or other gamepiece before other cards/game pieces are played. In other words, aplayer must play one or more cards/game pieces having a total number ofpoints (or other attributes, such as colors or combination of colors, orhave the appropriate number of symbols) before another type of card/gamepiece is played. Deck construction refers to allowing a player tocustomize his or her hand of cards or game pieces for use in playagainst an opponent under the rules of play. Tapping simply refers todesignating a card or game piece as in play or in use by changing itsorientation or otherwise designating it. Special ability cards or gamepieces are those that alter the rules of play for at least one roundduring the game play.

Each of the various collectible games includes different features. Forexample, the Star Wars trading card game allows a player to play two ormore cards representing the same Star Wars character to thereby enhancethe value of power of that character. Other games employ the use ofscratch off surfaces to reveal underlying numbers, clips to track pointson a card, tokens to be placed on top of cards, and so forth.

Examples of collectible games not exclusively employing cards includeDungeons and Dragons Miniatures, Xevos, Warhammer, Shadowrun, Duels, andMage Knight. Various card and other games have electronic counterparts.For example, in Magic Online™, players purchase virtual Magic: theGathering cards and build online collections. They use these cards tobuild decks for play in Magic Online. And, just like with regular Magic:the Gathering cards, players can trade for the cards they are lookingfor. First, a player needs Magic Online software, an Internetconnection, and an account. Since this allows players to join in fromalmost anywhere in the world, that means there are Magic games availableto players continuously, with live opponents.

Next, Magic Online servers handle all rules associated with every card,but players do need to understand the rules to play well. However,players do not have to worry if a card works in a certain way or not: ifthe game permits it, it does. Magic Online also keeps each player'scards in an organized virtual collection with its own search engine.

For new players, Magic Online features a “Training” Room where they canlearn different aspects of playing a Magic game. Between walk-throughtutorials, a practice room where players can play against other folksnew to the game, and an introduction to the help system, Magic Online isquickly get new players knowledgeable and involved in the game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram showing four trading cards, each with an associatedsleeve.

FIG. 2 is a diagram showing the four trading cards of FIG. 1 insertedinto respective sleeves.

FIG. 3 is a diagram of two trading cards under an alternativeembodiment.

FIG. 4 is a diagram illustrating a combination of the two cards of FIG.3.

FIG. 5 is a diagram of two cards under a second alternative embodiment.

FIG. 6 is a diagram illustrating a combined card produced by the twocards of FIG. 5.

FIG. 7 is a computer display screen illustrating four creature cards inan alternative embodiment to the cards of FIG. 5.

FIG. 8 is a diagram of a sticker card and a sticker receiving card underan alternative embodiment.

FIG. 9 is block diagram of a basic and suitable computer that may employaspects of the invention.

FIG. 10A is a block diagram illustrating a simple, yet suitable systemin which aspects of the invention may operate in a networked computerenvironment.

FIG. 10B is a block diagram illustrating an alternative system to thatof FIG. 10A.

Various depicted elements are not necessarily drawn to scale, and thesevarious elements may be arbitrarily enlarged to improve legibility.

A portion of this disclosure contains material to which a claim forcopyright is made. The copyright owner has no objection to the facsimilereproduction by anyone of the patent document or patent disclosure(including Figures), as it appears in the Patent and Trademark Officepatent file or records, but reserves all other copyright rightswhatsoever.

DETAILED DESCRIPTION

A customizable game, such as one employing trading cards, allows aplayer to modify a card before or during game play so that the modifiedcard has abilities beyond the unmodified card itself. The card may bemodified in any of various ways, some of which are described in detailherein. Many other details are provided below. Some or all aspects oftrading card games may be employed, including collectability (theability to purchase additional cards having levels of rarity), deckconstruction (allowing a player to customize his set of cards for use inplay against an opponent under the rules of the game), special abilitycards (cards that alter the rules of play for at least one round),and/or casting cost (requiring play of one or more cards before certainother cards are played).

Also described below is a system and method to permit a card, gamepiece, digital object, or other suitable game component to accumulatehistory or other data. This data can then be used to change the gamecomponent, such as to change its appearance, provide for itadditional/enhance abilities, etc.

Also described below is a system and method to permit two or more cards,game pieces, digital object, or other type of game component to besubmitted (physically or electronically) in return for one or more newcards, game pieces, or game components.

The invention will now be described with respect to various embodiments.The following description provides specific details for a thoroughunderstanding of, and enabling description for, these embodiments of theinvention. However, one skilled in the art will understand that theinvention may be practiced without these details. In other instances,well-known structures and functions have not been shown or described indetail to avoid unnecessarily obscuring the description of theembodiments of the invention.

The terminology used in the description presented below is intended tobe interpreted in its broadest reasonable manner, even though it isbeing used in conjunction with a detailed description of certainspecific embodiments of the invention. Certain terms may even beemphasized below; however, any terminology intended to be interpreted inany restricted manner will be overtly and specifically defined as suchin this Detailed Description section.

Customizable Game Components and Examples of Suitable Games

In one embodiment, transparent card sleeves are provided that receivebasic cards to modify that card. The basic cards may form part of atrading card game, such as that noted above. The sleeves have some gamemechanic or other information that modifies the cards received withinthe sleeves. For example, the game mechanic on the sleeve may overlay anexisting game mechanic on a card to boost or modify the powers of theunderlying card. The sleeve may include a point value, mana value orboth. A portion of the sleeve may modify or cover an existing portion onthe card, such as a point value on that card to thus change the value ofthe underlying card.

Referring to FIG. 1, one embodiment of the invention is shown wheretrading cards 102, 104, 106 and 108 may be played as usual under therules of play of a trading card game, or be combined with transparentsleeves.

Turning now to FIG. 2, transparent plastic sleeves 110, 112, 114 or 116,respectively are shown. The sleeves may be made of two sheets offlexible transparent plastic that are heat sealed on two or three sides.Each of the sleeves, 110, 112, 114 and 116 includes some text thatmodifies the card inserted therein, so that the underlying card may becustomized before or during game play. For example, the sleeve 110 addsa “+4000” to a power of the card inserted therein (card 102, which has apower “2000”, is shown through the sleeve (as shown in the combined cardin the FIG. 2)). Of course, the various cards may be inserted into anyof the shown sleeves, and many other sleeves or cards may be provided ina given game.

For example, the sleeves may be employed with existing trading cardgames such as Duel Masters or Magic: The Gathering. These sleeves (orother objects, noted herein) may be added to a normal game card duringplay to create a modified or improved version of the card. Before playof a game, a player selects up to predetermined number of points ofsleeves, of which no more than one can be of any given color. (The colormay be associated with one of several card colors or types, wherein asleeve of given color may only be played with a card of that samecolor.) When a player casts or plays a creature (or other thematicelement in the game), he may give the creature one of theseobjects/sleeves to thereby modify that creature. When the creatureleaves play, the object is discarded. In one variant, every card issleeved when it is played, so that a player has a deck of sleeves inaddition to a deck of cards. In another variant, some randomizing event(e.g., a die roll) determines which card receives a given sleeve.

Under an alternative embodiment shown in FIGS. 3 and 4, cards printed ona transparent substrate 302 and 304 include text and graphicsspecifically placed on the card so that when the cards overlay oneanother, portions show through to provide for a combined card, such asthat shown in FIG. 4. (Alternatively or additionally, cards may bepartially or fully opaque and have holes or windows cut in them so thatinformation on underlying cards may be seen therethrough.) As shown, thecard 304 is overlaid onto the card 302, so that a blue dot 306 on thecard 302 shows through a window 308 on the card 304. As a result, anability defined by text 310 on the card 304 is now available to theplayer. Also, text along a periphery of the cards has a lasting orstaying effect from round to round during game play, but any text thatmay be found in the middle of the card (which gets obscured by a later,overlapping card) applies only to that given round.

Under one embodiment of a game employing the cards of FIGS. 3 and 4, agame (which may be referred to as “Crystal Warriors”) employs a methodof play or “game mechanic” where each player starts with five lifepoints and four cards in his or her hand. On the first turn, the playerwho goes first doesn't draw any cards, and the turn sequence proceeds asfollows:

1. Untap

2. Draw two cards

3. Play a mana card from your hand

4. Play spells and pieces

5. Attack.

To play a spell or a piece, a player must tap or otherwise designate oneor more “mana” cards that have been played, where the total number ofmana points is equal to a cost to play that card. The player must tap atleast one mana that shares a color with the spell or piece of the cardto be played. When a player plays a spell, the player follows itsinstructions and then puts it into a discard or a “graveyard” pile.

When a piece is played from a player's hand, it comes into play. Ingeneral, a piece represents a portion of a creature, which can consistof two to four pieces. A player can play a piece into play as a“fragment,” which represents a single piece, and not a completecreature. It can be played on top of another piece to make a creature.If a player plays it directly on top of another piece and covers thatunderlying piece's power number, the other piece is effectivelydestroyed under the game.

Abilities are triggered (as described in a center of a piece) when ahole in the top piece lines up with a colored dot on the pieceunderneath. Static abilities are active as long as the piece is in orassociated with the creature, but are not active if the piece is simplya fragment. Only creatures (two or more pieces) can attack, where thecreature whose top piece has been put on in a given turn cannot attackin that turn. Attacking causes a creature to be tapped, and creaturesattack one at a time. All creatures can block, and blocking also causesa creature to be tapped. If a creature is unblocked, the opponent losesone life, but if a creature is blocked, the two creatures then fight bycomparing total power numbers of each creature, and the creature withthe lower power is then sent to the graveyard. If it's a tie, then bothcreatures are sent to the graveyard (i.e., they “die”).

Embodiments shown in FIGS. 5 and 6 are similar to that of FIGS. 3 and 4,but as shown cards 502 and 504 have a pentagonal shape. (Of course, anyshape cards may be employed.) Again, card 502 may be overlaid upon card504 to provide a combined card shown in FIG. 6. In this instance, text506 positioned near a clear opening 508 in the card 502 may correspondwith a like color dot on an underlying card. In this case, however, ablack dot 510 is positioned through the clear opening 508, and thus thetext 506 does not apply to the combined card because the colorssurrounding the clear opening 508 differ (red as opposed to black).

FIG. 7 shows an example of four cards that are similar to the cards ofFIG. 5, but which may be employed in an online or electronic version ofa card game. Here, various different creature cards are shown, althoughvarious other cards may be employed, such as spell cards, or item cards.Each of the cards in the electronic game is an electronic cardrepresented as individual data structures, and which may have uniqueserial numbers or IDs associated with each of them.

Game play under the example of FIGS. 5 through 7 generally involvescombining two or more pentagonal “minion” cards together to make an“abomination” which players use to attack or block one another. Thepower of an abomination is equal to a sum of powers of the cards,represented by strength or attack values 512. As noted above, each cardhas two text boxes, one which shows through when combined together (textbox 514), and one that does not (text 506). The color coded transparentarea 508 when combined with the colored area of an underlying card,determines whether or not abilities described in text 506 apply to agiven abomination or not. Cards in the game can break apartabominations, or recombine them into different abominations.

Overall, each player generally begins with a 40-card deck, a supply ofcounters (“soul counters”), and begins play with five such counters.Each player draws four cards, and the first player draws a single cardon the first turn, instead of two cards.

At the start of each turn, players do the following:

-   -   1. Draw one soul counter, with the winner being the first to        obtain 20 such counters;    -   2. Draw two cards;    -   3. Untap any tapped mana cards;    -   4. Put a soul counter from their pool onto each of their        abominations and/or unstacked minions (characters/creatures)        that don't have one.

Then, during their turn, players can do the following in any order:

-   -   Put a card from their hand into the mana zone, which can only be        done once per turn    -   Put a minion card from their hand into play, as described below    -   Put an item card from their hand into play,    -   Play a spell card, or    -   Attack with one or more abominations, as described below.

Once a player has no more minion, item or spell cards they wish to play,and no more abominations with which they wish to attack, their turnends.

To play a minion, item or spell card, a player must pay a mana cost 516associated with that card. To do this, the player must tap mana equal tothe mana or casting cost of that card. At least one of the mana tap mustmatch the color of the card being played. Minion cards may be playedonto another stacked minion, or onto an existing abomination, or where aplayer can start a new stack. When played onto another unstacked minion,these minions are now stacked and together form an abomination. Whenplayed onto an existing abomination, the minion is now stacked, andbecomes the top layer of that abomination. When minion cards are playedunstacked, a player takes a soul counter from his or her pool, andplaces it on that minion. This soul counter still counts towards theplayer's total.

Only abominations can attack, and abominations cannot attack the turnthey are played. Abominations cannot attack the same turn that anotherlayer is added to them, although the abomination can attack first, andthen a layer added before the end of the turn. To attack with anabomination, a player removes the soul counter from it and returns it tothe player's soul counter pool. Abominations may attack singularly or asa team. If the opponent has an abomination with a soul counter on it,that opponent may choose to block. Blocking does not remove the soulcounter from the blocker. If the attacking abomination is blocked, bothabominations deal damage to each other equal to their power. Damage isdealt to the top layer down in a stack. If the abomination is notblocked, then that player steals soul counters from the opponent equalto the number of layers of the attacking abomination.

Under another alternative embodiment, a trading card game includes asticker receiving card that has one portion with some backgroundartwork, and another blank portion. Two or more sets of game mechanicand artwork stickers are provided, which may be applied to the stickerreceiving card. The artwork stickers are applied to the backgroundportions, while the game mechanic stickers are applied to the lowerportions. In general, only one artwork and one game mechanic sticker areapplied to each sticker receiving card. As a result, players caneffectively create their own new cards by overlaying stickers on a rawor basic card. The game mechanic or game play stickers affect game playfor that game.

FIG. 8 shows an example of this alternative embodiment, with a stickerreceiving card 800, and a set of stickers 802 on a card. One of two gameplay or game mechanic stickers 804 or 806 may be applied to portion 808of the sticker receiving card 800. One of two artwork stickers 810 maybe also placed within a background portion 812.

Under the card game of FIG. 8 (which may be known as The Kids Next DoorCard Game), players simultaneously count “one, two, three” and then flipover the top card on their decks. The card with the highest number winsthat battle, but if it is a tie, both cards lose. If both cards are ofthe same color (independent of number), then the first player to slap a“panic button” wins that round. Players can place one or more cards in areserve. If a card played has an icon that matches an icon in theplayer's reserve, then the player can add a “power up” value to thepoint value of his or her card.

Under this game, a subset of the cards are sticker-receiving cards (agame card on which a player places stickers). These cards have all thenormal game information, except they have a blank power up box (portion808). They also have a landscape scene in the art portion 812, with nocharacters pictured in it. A sheet of stickers (like stickers 802)includes two or more power up stickers (stickers 804, 806), andcharacter art stickers (stickers 810). Before the game starts, playerscan place one power up sticker and a character art sticker onto the cardto customize that card.

Thus, stickers can be used to impact relevant game elements, non-gamerelevant elements, or both. Under the game, the power up box is the areaof the card that tells the player what the card's power up number is,along with a kind of snack (resource) that the player will need to havein the reserve (the “treehouse”) to be able to use the displayed powerup number rather than a battle number on the card.

Some Alternatives or Additions

Details regarding aspects of the game are found below. For example, whena creature leaves play, the card/object is discarded. In one variant,every card is sleeved when it is played, so that a player has a deck ofsleeves in addition to a deck of cards. In another variant, somerandomizing event (e.g., a die roll) determines which card receives asleeve.

With many of the card games noted above, various cards may havedifferent colors or types so that cards of similar color must be playedtogether, or specific combinations of colored cards be played, and soforth. A similar theme may be applied to other games described herein.Of course, while cards are described, various game components may beemployed, such as miniature figures, tiles, customizable buildingmodels, and so forth. Further details may be found in the assignee'sU.S. Pat. No. 7,201,374, entitled, “Method and Article of Manufacturefor Collectible Game,”. Of course, and as described in more detailbelow, such cards, figures, tiles, and models may be electronic orvirtual game components, or “digital objects.” Indeed, these terms aregenerally used interchangeably herein.

Various other alternatives are possible. For example, cards may have twoor more options covered by an opaque, but scratch-off paint. Playerscan, during the middle of a game, or before the game, scratch off one ofthe options to provide additional abilities or power to that card. Thecard then is fixed in its modified form. Alternatively, next time thecard is played, another portion may be scratched off to revealadditional underlying text. Alternatively or additionally, each card maybe printed with a set of two or more options, and the player simplycrosses or scratches out the option which he or she does not wish toapply to that card.

Ink stamps may be employed to stamp abilities onto cards. This isanother way to customize a given card, and can also be used to simplyadd graphics or other ways of customizing a card that do not relate togame play (although alternatively, game play can be affected).

Players can go to a web site to design a given card, sleeve, or othergame component and then print that element out for use in subsequentgame play. Thus, a player may access a predetermined web site, and usingtools at that site, design and print out a card, where that card may beused alone or in conjunction with a sleeve. The player may choose at theweb site various elements for the card for a given game (such as byinputting data directly, or by answering a number of related orunrelated questions). The elements that the player chooses may beselected under the web site so that the web site calculates the cost(game play or monetary) of the card and then displays the finished card.The player can then print out the card, cut it from paper, and put itinto a normal sleeve for that card to be used in a normal game.

Cards may be perforated in portions. For example, users may tear off apiece of a card for it to be activated. This would allow a card to beplayed a limited number of times. For example, a dragon card may have a+6 attack at each of its four corners. Each time the dragon attacksduring game play, one of four perforated corners is torn off for eachattack. As a result, this card gets consumed during game play, and cannot be then played again. Alternatively, a player may tear three of fourcorners off a card to permanently give the card an ability associatedwith the fourth corner (with the other corners representing otheroptions the user may retain to associate that option with the card).

Cards may have folded portions, such as two oppositely extending wingsor panels. A player may then fold one of the two panels over the cardto, for example, equip a character on the card with a sword if the lefthand panel is folded over, or a shield if the right hand panel is foldedover. Thus, cards can be folded in different ways to hide or revealparts of the card. These can be cards with special flaps that foldeither forwards or backwards to reveal or hide certain parts of thecard, where these flaps may be folded during game play.

Various game play options are possible. For example, playing a card orgame object onto a stack of other cards may provide access to thatcard's higher-level statistics or abilities. This ability would bespecific to that card, and may be modified based on the types or numberof cards in the underlying stack. Each card may have two or more“levels” of statistics listed on the card in order. Playing a card onits own gives access only to the lowest level of statistics. Playing acard on top of another card turns the first card face down but gives theplayer access to the second level of statistics for the new card, and soon.

Cards or objects may have two or more pieces that move relative to eachother to provide different statistics for that card (e.g., in a“slide-rule” fashion). For example, a card may be inserted within anouter card, where the outer card has a window that displays differentvalues as the inserted card is moved therethrough. Alternatively,color-based filtering may be employed where one of several abilities isprovided and shown depending upon the color of a sleeve into which thecard is placed.

Cards or game pieces may be played with miniature figures in analternative embodiment. For example, cards may be provided that powersup a miniature that is played upon that card. Markers may providespecific features or abilities to a miniature creature upon which theyare played. Terrain tiles as cards may be provided and layered on top ofeach other in a game board to provide for altered terrain duringminiature game play.

Physical combinations are possible. For example, standees or stands inwhich cards are placed may provide additional statistics or powers tothe cards placed within them. Sleeves with multiple pockets may beprovided to receive two or more cards, such as an L- or T-shaped sleeveto receive two or more cards at right angles. A single sleeve canreceive two or more cards.

Modifiable randomizers may be provided, such as dice with removablefacets or extra faces, dice made up of six card sleeves, portions ofdice, rollers, or other randomizers that clip together, or even magneticdies or rollers.

Cards may be modified in a variety of ways, such as modifying cards witha grease pencil or other erasable marking before or during game play,where the marks may be wiped off during or after game play. Using“window cling” or electrostatic technology, vinyl or sheet plastic textboxes or shapes may be removably-secured to a plastic card. Clips, suchas a paperclip, with text or powers, may be clipped to a card to boostor modify an ability of that card. Further, cards may be made out ofmetal and modifying statistics provided on magnetic pieces or sheetsthat would removably-secure to the metal cards. Other methods ofmodifying game pieces may of course be provided.

A game may employ plastic or virtual pieces that are built up duringgame play. For example, a goal of the game can be to build a company,where players start off with a small company with only a few employees.Game pieces are then gathered together and played on top of or adjacentto each other to build up the company during game play. Statistics ofthe other game pieces may change based on the state of the building, anda victory condition under the rules would be to build an object shown ina given card. Alternatively, a victory condition could be for the playerto build an object shown on the card, where stats for other cards willchange based on the state of the building.

Timers may be employed in any of the games described herein. Such timerscan tell a player when that player can use a card's ability again. In agame with real-time elements, associating a timer with a card lets theplayer use the card's ability. The player can not use the card or thetimer again until the timer runs out. Timers can be set for differingamounts of time, and thus such timers can be appropriately marked todistinguish between different time periods.

Tracking Statistics, History, Etc. For Cards/Objects

Electronic cards, miniatures, or digital objects with leveling up may beprovided under an electronic game system. As one example, miniaturefigures may include chips within them (e.g., RFID tags in their bases)that when played on a game board, the board or miniatures trackinteraction of the miniatures with other miniatures or other elements ofgame play. For example, if a ranger miniature battles a lot of giants,then that ranger would be more effective against giants in futurebattles. The ability then would flow with that miniature. The game boardelectronics may track the statistics of that miniature or a smart cardchip with tamper-proof memory in the miniature may store such abilities.Alternatively, a central database to which the game board, miniature ora player's computer is connected (e.g., over the Internet) tracksstatistics of the miniature to track its increasing experience andassociated abilities. Players may be required to take the miniature to akiosk or other station to register or reregister the miniature tovalidate that miniature's increased experience.

Thus, each miniature remembers interactions it has had with otherminiatures. The miniatures would be used in an electronic miniaturesgame, where an electronic game board or electronic game controllerdetermines the outcome of battles. The miniatures themselves would use amemory chip that stores information about abilities, statistics andhistory for that miniature. Thus, a miniature knight would remember thatit has, for example, killed five different level 1 monsters, which givesit enough experience to become level 2, which in turn gives it access tosome additional abilities (but which may cost more points to put thatminiature into an army).

Cards or game objects may be played with miniature figures in analternative embodiment. For example, cards may be provided that powersup a miniature that is played upon that card. Markers may providespecific features or abilities to a miniature creature upon which theyare played. Terrain tiles as cards may be provided and layered on top ofeach other in a game board to provide for altered terrain duringminiature game play.

While described above as carrying a memory chip, the miniature maysimply have a unique number or identifier (even a bar code) thatuniquely identifies that miniature. A separate database then tracks thehistory, statistics or other data associated with that miniature, suchas its battles, victories, etc. Likewise, cards may each have serialnumbers or other unique IDs so that they too may be tracked, as notedherein.

Of course, this game feature is not limited to electronic miniatures,but could extend to other electronic elements, such as electronic gamecomponents (e.g., electronic cards or pieces) used in a computer oronline game. In one embodiment, electronic cards or game pieces may beset up as digital objects each having a unique identity, with associatedtracking data that includes history data and unique customizations, bothautomatic ones such as visual upgrades from repeated use, and userdriven ones, such as attaching a personal custom name to a digitalobject. Some data relating to the digital object may be stored locallyto the player, as well as on one or more remote game servers, whichwould allow players to play from any machine in the world and have thesame play experience. As a result, the game may have the ability totrack experience of an electronic card or game piece and change itsappearance over time, which may have greater value to players.

In this embodiment, a computer or online game may use a database schemawhere each digital object or game component has, for example, a 128 bitglobally unique identifier (GUID). Thus, with each game component havinga GUID, a central database associated with a server computer can trackstatistical or history data that a given component has. The GUID mayrelate to a base game component: each unique component in the game isassociated with one of a smaller set of particular components that eachhave effects, abilities, points, etc., but each is also unique based onits GUID. (By analogy, many decks of electronic or virtual playing cardsmay be created; there are many virtual copies of the ace of spades thathave the same effect depending upon a given game, but each ace of spadesis unique because of its GUID.) Each digital object includes otherinformation, such as its cost to play, its power in play, its title,etc.

The history data associated with an electronic card may include when itwas first created and/or all the games in which it has played and won.This information is stored as a history that is accessible by a playerthrough an appropriate user interface. Other types of tracking data mayinclude: accounting data associated with alliances and guilds within thegame and/or annotated notes such as a player's record or blog of his ownfiction with respect to a particular game component or its guild.Further, the history data can include data on when the component wasfirst acquired, by whom and where, When/Where/Who opened in pack. Table1 below shows an example of this tracking data in more detail.

TABLE 1 Tracking Data Examples Tracking Data Types History data Acomputer or online game system may track a variety of historical typesof data, including: Famous owners of a particular game component List ofthree most recent players who have owned a particular game component andthe dates they owned it Number of battles a game component hasparticipated in Enemies killed Deaths Number of times played Tournamentwins/losses Accounting Data A player may establish guilds and alliancesformed between one or more game components. Annotated Notes Players mayadd notes to game components in their collection. For example,additional information may be made to an individual game component, orto entire groups of components at once (for example adding a userdefined keyword to all the components that fit a certain strategy).

Players can add notes to digital objects in their collection. They willbe able to annotate digital objects they own, to record whateveradditional information they choose, where these modifications can bedone to an individual objects, or to entire groups of objects at once(for example adding a user defined keyword to all the cards that fit acertain strategy or army type). Players may also be able to search/sorton the basis of these notes.

A variety of functions may be carried out on the tracking data, whichincludes searching and sorting, customizing, linking, or melding. Table2 below shows examples of these functions in more detail.

TABLE 2 Example Functions Carried Out On Tracked Data Tracking DataFunctions Sorting and Players may sort and search their collection ofgame Searching components to find a specific component, a component withparticular traits, or one or more components that they have tagged invarious ways themselves (e.g., using annotated notes), etc. Customiza- Agame component, may appear on a computer screen in tion much the sameway it would appear physically (e.g., as an electronic card or gamepiece). As a game component acquires more experience (e.g., acquires ordevelops at least one type of history), it may automatically be changedin its appearance, such as by getting a ″foil″ treatment or be providedother changes to its virtual appearance, which may increase its value toplayers, increase its effectiveness within a game, or both. For example,when a creature kills 100 others, that game component may be awarded atrophy or a sound effect. Linking Mutation: Two or more game componentsmay be combined into a unique game component during game play. One gamecomponent is a creature and the remaining components are non-creaturecomponents. The aggregated game component does not exist externallywithin a player's collection or deck. For example, a creature(associated with one game component) may be modified or mutated toinclude a robotic limb (associated with another game component) thatprovides extra damage to opponents. Nevertheless, the creature and therobotic limb remain two separate game components. Evolution: Two or moregame components may be combined into a unique game component during gameplay. At least two creature type game components create a new aggregatedcreature object. The aggregated game component does not exist externallywithin a player's collection. (See ″abomination″ above.)

The search capability may include full Boolean searches of data fields,with common conditional evaluations (e.g. “Find all cards with Power>3AND Cost>10”), substring searches (e.g., “containstext(DestroyCreature)”), or both simultaneously.

To “mutate” or “evolve” a digital object or game component, the playermust “pay” or expend a certain number of points/mana as a casting cost(unit costs that players must pay up front to mutate or evolve). Somegame components (i.e., a digital object representing a creature) may bemore “efficient” at certain mutations/evolutions, and thus cost less.Mutations can also be used to adversely affect an opponent's gamecomponents.

The history and other data associated with a game component allows thesystem to differentiate between “base” tracked data that is inherent tothe component with data that a player has appended. During gameplay, twogame components may appear the same if they are of the same type, samecreature, etc. However, when an individual game component is clicked on,for example, each component's individual history, ranks, notes, look,etc., can be displayed.

Mutation and/or evolution may not be available for trade with respect togame components, but may be available in a chat window, for example, forother players to view. Thus, players may be able to link tomutated/evolved game components to display and show to fellow players ina chat window, blog, etc.

Accordingly, after the tracked data associated with a game component hasbeen modified, the modified components may be bartered or traded, andthus be associated with transactions independent of game play. Ane-commerce engine or trading site, for example, may allow players to usePayPal to purchase game components. These game components may also beprinted in either two dimensions, or with three dimensional printers,where the printed game component exhibits the newly modifiedcharacteristics.

Some Alternatives

Game components may be customized with “visual bling”: players may berewarded superficially (with graphic enhancements, sounds, etc.) forpurchasing booster packs (sets of randomly generated digital objects),winning tournaments, and playing the game a certain number of times(e.g., which gives players a sense of identity and personalaccomplishment). This type of superficial rewards is a customization,personalization, or enhancement that may be awarded to a player when hehas achieved a certain number of points or a level of trackedexperience. This experience need not effect gameplay, but just a gamecomponent's “look” (e.g. ability to add visual bling) and it can beapplied as a player sees fit. In general, the player's points or othertype of tracked experience which he uses to attain the reward cannot betaken away by the system. (Of course, the customization may affect gameplay.)

To earn visual bling, level up, etc., the system may require a timecommitment before any rewards are given. Players may be rewarded forpurchasing booster packs, winning tournaments, and just playing the gameby a number of visual changes that customize their game appearance andtheir digital object's appearance. This helps make individual objectsmore unique and gives players more goals to reach, and moreidentification and sense of accomplishment in owning digital objects.Some upgrades may be visual, such as the winner of a tournament may getcolored victory bands added along the side of his or her display. Otherupgrades may be audio rewards (e.g., after the 100^(th) time aparticular digital object plays, it gains a special attack soundeffect). Digital objects (or players) could acquire titles (notedbelow), and/or other graphical additions or effects (color, particleeffects, foil, etc.). Titles could be a way to connect such vanityupgrades to appearance with a game metaphor. Object enhancements mayalso interact with melding and special combination formulas notedherein.

Alternatively or additionally, the game or system may employ anaccumulative rating system. Casual games as well as tournament gamesprovide players with points for this rating. Winning a match is worthmore than losing and sanctioned matches award more points than casualmatches, but any game that takes a sufficient amount of time will earnpoints (a minimum time may be required to prevent players fromrepeatedly creating and conceding in casual games to gain points). Inother words, a sufficient duration of gameplay may be required toprevent players from gaining points, experience, or levels withoutproviding an adequate or fair investment of time or effort, thus thesystem may prevent a player from earning a reward by merely entering atournament and then quickly exiting or terminating that tournament.Under this ‘leveling-up’ style system, at various totals the systemawards a title, such as a medal or other bling to a player of one ormore digital objects. Players may gain ranks as they progress withappropriate titles or names.

Alternatively or additionally, the system may employ a “melding machine”that turns multiple less valuable or desirable game components into oneor more new game components (randomly generated, or based on a setalgorithm). For example, the system may meld two or more common cards tobecome one uncommon or rare card. Alternatively, two or more gamecomponents having a distinctive set of overlapping criteria may bemelded into one game component. When melding, they system may employ aformulae that allows players to create particular game components byconsuming a specified supply of game components. For example, a certainnumber of common game components and/or certain type of game componentsare required for an uncommon one, a certain number of uncommon gamecomponents are required for a rare one, etc. Alternatively oradditionally, the system may also interact with melding and specialcombination formulas to provide other combinations.

Under this example, components or digital objects operating at“formulas: can be acquired in sets (“boosters”) or as prizes thatfacilitate special combination operations. Thus, players can acquiresuch formula digital objects that would permit them to meld or combine adetermined number of existing objects that they have into other, likelyless common, objects. This formula object may be usable only once, andmay also require players to use up points or virtual currency to be partof any combination.

Suitable Computing Environment

FIG. 9 and the following discussion provide a brief, general descriptionof a suitable computing environment in which aspects of the inventioncan be implemented. Although not required, aspects and embodiments ofthe invention may be described in the general context ofcomputer-executable instructions, such as routines executed by ageneral-purpose computer, e.g., a server or personal computer. Thoseskilled in the relevant art will appreciate that the invention can bepracticed with other computer system configurations, including Internetappliances, hand-held devices, wearable computers, cellular or mobilephones, multi-processor systems, microprocessor-based or programmableconsumer electronics, set-top boxes, network PCs, mini-computers,mainframe computers and the like. The invention can be embodied in aspecial purpose computer or data processor that is specificallyprogrammed, configured or constructed to perform one or more of thecomputer-executable instructions explained in detail below. Indeed, theterm “computer”, as used generally herein, refers to any of the abovedevices, as well as any data processor.

The invention can also be practiced in distributed computingenvironments, where tasks or modules are performed by remote processingdevices, which are linked through a communications network, such as aLocal Area Network (“LAN”), Wide Area Network (“WAN”) or the Internet.In a distributed computing environment, program modules or sub-routinesmay be located in both local and remote memory storage devices. Aspectsof the invention described below may be stored or distributed oncomputer-readable media, including magnetic and optically readable andremovable computer discs, stored as firmware in chips (e.g., EEPROMchips), as well as distributed electronically over the Internet or overother networks (including wireless networks). Those skilled in therelevant art will recognize that portions of the invention may reside ona server computer, while corresponding portions reside on a clientcomputer. Data structures and transmission of data particular to aspectsof the invention are also encompassed within the scope of the invention.

Referring to FIG. 9, one embodiment of the invention employs a computer900, such as a personal computer or workstation, having one or moreprocessors 901 coupled to one or more user input devices 902 and datastorage devices 904. The computer is also coupled to at least one outputdevice such as a display device 906 and one or more optional additionaloutput devices 908 (e.g., printer, plotter, speakers, tactile orolfactory output devices, etc.). The computer may be coupled to externalcomputers, such as via an optional network connection 910, a wirelesstransceiver 912, or both.

The input devices 902 may include a keyboard and/or a pointing devicesuch as a mouse. Other input devices are possible such as a microphone,joystick, pen, game pad, scanner, digital camera, video camera, and thelike. The data storage devices 904 may include any type ofcomputer-readable media that can store data accessible by the computer900, such as magnetic hard and floppy disk drives, optical disk drives,magnetic cassettes, tape drives, flash memory cards, digital video disks(DVDs), Bernoulli cartridges, RAMs, ROMs, smart cards, etc. Indeed, anymedium for storing or transmitting computer-readable instructions anddata may be employed, including a connection port to or node on anetwork such as a local area network (LAN), wide area network (WAN) orthe Internet (not shown in FIG. 9).

Aspects of the invention may be practiced in a variety of othercomputing environments. For example, referring to FIG. 10A, adistributed computing environment with a web interface includes one ormore user computers 1002 in a system 1000 are shown, each of whichincludes a browser program module 1004 that permits the computer toaccess and exchange data with the Internet 1006, including web siteswithin the World Wide Web portion of the Internet. The user computersmay be substantially similar to the computer described above withrespect to FIG. 9. User computers may include other program modules suchas an operating system, one or more application programs (e.g., wordprocessing or spread sheet applications), and the like. The computersmay be general-purpose devices that can be programmed to run varioustypes of applications, or they may be single-purpose devices optimizedor limited to a particular function or class of functions. Moreimportantly, while shown with web browsers, any application program forproviding a graphical user interface to users may be employed, asdescribed in detail below; the use of a web browser and web interfaceare only used as a familiar example here.

At least one server computer 1008, coupled to the Internet or World WideWeb (“Web”) 1006, performs much or all of the functions for receiving,routing and storing of electronic messages, such as web pages, audiosignals, and electronic images. While the Internet is shown, a privatenetwork, such as an intranet may indeed be preferred in someapplications. The network may have a client-server architecture, inwhich a computer is dedicated to serving other client computers, or itmay have other architectures such as a peer-to-peer, in which one ormore computers serve simultaneously as servers and clients. A database1010 or databases, coupled to the server computer(s), stores much of theweb pages and content exchanged between the user computers, includingelectronic or virtual game pieces. The server computer(s), including thedatabase(s), may employ security measures to inhibit malicious attackson the system, and to preserve integrity of the messages and data storedtherein (e.g., firewall systems, secure socket layers (SSL), passwordprotection schemes, encryption, and the like).

The server computer 1008 may include a server engine 1012, a web pagemanagement component 1014, a content management component 216 and adatabase management component 1018. The server engine performs basicprocessing and operating system level tasks. The web page managementcomponent handles creation and display or routing of web pages orscreens during game play. Users may access the server computer by meansof a URL associated therewith. The content management component handlesmost of the functions in the embodiments described herein. The databasemanagement component includes storage and retrieval tasks with respectto the database, queries to the database, and storage of data such asvideo, graphics and audio signals.

Referring to FIG. 10B, an alternative embodiment to the system 1000 isshown as a system 1050. The system 1050 is substantially similar to thesystem 1000, but includes more than one server computer (shown as servercomputers 1, 2, . . . J). A load balancing system 1052 balances load onthe several server computers. Load balancing is a technique well-knownin the art for distributing the processing load between two or morecomputers, to thereby more efficiently process instructions and routedata. Such a load balancer can distribute message traffic, particularlyduring peak traffic times.

A distributed file system 1054 couples the web servers to severaldatabases (shown as databases 1, 2 . . . K). A distributed file systemis a type of file system in which the file system itself manages andtransparently locates pieces of information (e.g., content pages) fromremote files or databases and distributed files across the network, suchas a LAN. The distributed file system also manages read and writefunctions to the databases.

CONCLUSION

In general, the detailed description of embodiments of the invention isnot intended to be exhaustive or to limit the invention to the preciseform disclosed above. While specific embodiments of, and examples for,the invention are described above for illustrative purposes, variousequivalent modifications are possible within the scope of the invention,as those skilled in the relevant art will recognize. For example, whileprocesses or blocks are presented in a given order, alternativeembodiments may perform routines having steps, or employ systems havingblocks, in a different order, and some processes or blocks may bedeleted, moved, added, subdivided, combined, and/or modified. Each ofthese processes or blocks may be implemented in a variety of differentways. Also, while processes or blocks are at times shown as beingperformed in series, these processes or blocks may instead be performedin parallel, or may be performed at different times.

Aspects of the invention may be stored or distributed oncomputer-readable media, including magnetically or optically readablecomputer discs, hard-wired or preprogrammed chips (e.g., EEPROMsemiconductor chips), nanotechnology memory, biological memory, or otherdata storage media. Indeed, computer implemented instructions, datastructures, screen displays, and other data under aspects of theinvention may be distributed over the Internet or over other networks(including wireless networks), on a propagated signal on a propagationmedium (e.g., an electromagnetic wave(s), a sound wave, etc.) over aperiod of time, or they may be provided on any analog or digital network(packet switched, circuit switched, or other scheme). Those skilled inthe relevant art will recognize that portions of the invention reside ona server computer, while corresponding portions reside on a clientcomputer such as a mobile or portable device, and thus, while certainhardware platforms are described herein, aspects of the invention areequally applicable to nodes on a network.

As noted above, certain game components may have differing levels ofdistribution, from common, to uncommon, to rare. Premium treatments maybe applied to certain stickers, cards, sleeves, etc., to enhancecollectability, such as foil overlay to provide a shiny appearance tocertain stickers or components, holographic printing on pieces, over- orunder-printed treatments, transparent or translucent plastics, andtextured sheet plastics.

Collation during the manufacturing or electronic generation processdetermines which stickers, sets of stickers, sleeves, cards, bling,treatments, etc., go in which packs, where a pack would include, forexample, two sets of stickers, one or more sleeves, etc. The same sleeveor sticker may be distributed twice, but having a different numericvalue. The collation process provides randomness to the distribution ofthe cards, with some fixed insertions, such as rules. By randomizingcertain game components or elements, such as certain rare stickers, aswell as stickers having premium treatments, users may be motivated topurchase more packs of the cards in an attempt to obtain such rarecomponents.

Overall, the game creates a repeat purchase incentive by providingrandom components or pieces. Adding game play under the rules, andstrategic construction choices for players, extends the play experience.Many game activities may be provided, such as promotions, organized gameplay allowing players to play others in a convention, and publicationsassociated with the game.

The game may be augmented with an audio-visual component, such as avideotape or DVD. This audio-visual component may provide instruction orguidance as to how to play the game. Further, such audio-visualcomponent can provide for timing or progress of play. For example, theaudio-visual component can provide audio or visual indication as to whenplayers are to begin each round of play.

Unless the context clearly requires otherwise, the words “herein,”“above,” “below,” and words of similar import, when used in thisapplication, shall refer to this application as a whole and not to anyparticular portions of this application. Where the context permits,words in the Detailed Description using the singular or plural numbermay also include the plural or singular number respectively. The word“or” in reference to a list of two or more items, that word covers allof the following interpretations of the word: any of the items in thelist, all of the items in the list, and any combination of the items inthe list.

The above detailed description of embodiments of the invention is notintended to be exhaustive or to limit the invention to the precise formdisclosed above. While specific embodiments of, and examples for, theinvention are described above for illustrative purposes, variousequivalent modifications are possible within the scope of the invention,as those skilled in the relevant art will recognize. For example, thegame mechanic need not be centered on a combat theme. The cards or gameelements may employ animals, such as ladybugs or kitty-cats, componentsbeing accessories such as purses, jewelry, and so forth. Players maypursue a goal, such as acquiring additional accessories, progressingtoward a geographic or spatial destination, etc. Educational,occupational, leisure or other non-combat themes may be employed.Further, while one method of play or set of game rules is described forsome embodiments, other game rules may likewise be implemented toprovide the player customizability.

Thus, those skilled in the relevant art will readily recognize that theteachings of the invention provided herein may be applied to other gamethemes or even other games, not necessarily the card games describedherein. These and other changes can be made to the invention in light ofthe detailed description.

All of the above patents and applications and other references,including any that may be listed in accompanying filing papers, areincorporated herein by reference, including U.S. application Ser. No.10/689,971, entitled METHOD AND ARTICLE OF MANUFACTURE FOR COLLECTIBLEGAME. Aspects of the invention can be modified, if necessary, to employthe systems, functions, and concepts of the various references describedabove to provide yet further embodiments of the invention.

These and other changes can be made to the invention in light of theDetailed Description. While the above description details certainembodiments of the invention and describes the best mode contemplated,no matter how detailed the above appears in text, the invention can bepracticed in many ways. Details of the game may vary considerably in itsimplementation details, while still being encompassed by the inventiondisclosed herein. As noted above, particular terminology used whendescribing certain features or aspects of the invention should not betaken to imply that the terminology is being redefined herein to berestricted to any specific characteristics, features, or aspects of theinvention with which that terminology is associated. In general, theterms used in the following claims should not be construed to limit theinvention to the specific embodiments disclosed in the specification,unless the above Detailed Description section explicitly defines suchterms. Accordingly, the actual scope of the invention encompasses notonly the disclosed embodiments, but also all equivalent ways ofpracticing or implementing the invention under the claims.

While certain aspects of the invention are presented below in certainclaim forms, the inventors contemplate the various aspects of theinvention in any number of claim forms. For example, while only oneaspect of the invention is recited as embodied in a computer-readablemedium, other aspects may likewise be embodied in a computer-readablemedium. Accordingly, the inventors reserve the right to add additionalclaims after filing the application to pursue such additional claimforms for other aspects of the invention.

1.-7. (canceled)
 8. A method of managing of virtual game piecescomprising: instantiating a game piece collection management platform(“management platform”) that stores and organizes virtual game piecesfor a first player, the management platform includes history data thatindicates a number of virtual copies of game pieces that are in a firstcollection associated with the first player, wherein a virtual copy of agiven game piece associated with the first collection is enabled to beused by the first player during a session of a game associated with themanagement platform; assigning each virtual game piece an availabilityfrequency, each availability frequency is organized into hierarchicalgroups; and receiving instructions from the first player that causes themanagement platform to consume a number of virtual game pieces from thefirst collection in exchange for a new virtual game piece, whereinconsumption of virtual game pieces causes those virtual game pieces tobe disabled for the first player during the session of the gameassociated with the management platform, wherein an exchange rate of theexchange is based on the availability frequency associated with thenumber of virtual game pieces and the new virtual game piece.
 9. Themethod of claim 8, wherein the hierarchical groups include: rare;uncommon; and common.
 10. The method of claim 8, wherein the exchangerate is multiple virtual game pieces of more frequent hierarchical groupconsumed for a single virtual game piece of a less frequent hierarchicalgroup.
 11. The method of claim 8, wherein the exchange rate is a singlevirtual game piece of a particular hierarchical group consumed for asingle virtual game piece of a matching hierarchical group.
 12. Themethod of claim 8, wherein the virtual game pieces represent cards andwherein sessions of the game associated with the management platform isplayed with a constructed set of cards chosen by the first player. 13.The method of claim 8, wherein the new virtual game piece is aparticular virtual game piece chosen by the first player.
 14. The methodof claim 8, further comprising: supplementing the first collection witha pack of additional virtual game pieces having a variety ofavailability frequencies.
 15. The method of claim 8, wherein the historydata further indicates a cosmetic enhancement that is in the firstcollection associated with the first player, wherein the cosmeticenhancement is enabled to be applied to the given virtual game piece bythe first player during the session of the game associated with themanagement platform.
 16. A computing device that of manages virtual gamepieces comprising: a processor; and a non-transitory computer-readablemedium having stored thereon instructions that, when executed by theprocessor, cause the processor to perform operations including: A methodof managing of virtual game pieces comprising: instantiating a gamepiece collection management platform (“management platform”) that storesand organizes virtual game pieces for a first player, the managementplatform includes history data that indicates a number of virtual copiesof game pieces that are in a first collection associated with the firstplayer, wherein a virtual copy of a given game piece associated with thefirst collection is enabled to be used by the first player during asession of a game associated with the management platform; assigningeach virtual game piece an availability frequency, each availabilityfrequency is organized into hierarchical groups; and receivinginstructions from the first player that causes the management platformto consume a number of virtual game pieces from the first collection inexchange for a new virtual game piece, wherein consumption of virtualgame pieces causes those virtual game pieces to be disabled for thefirst player during the session of the game associated with themanagement platform, wherein an exchange rate of the exchange is basedon the availability frequency associated with the number of virtual gamepieces and the new virtual game piece.
 17. The system of claim 16,wherein the hierarchical groups include: rare; uncommon; and common. 18.The system of claim 16, wherein the exchange rate is multiple virtualgame pieces of more frequent hierarchical group consumed for a singlevirtual game piece of a less frequent hierarchical group.
 19. The systemof claim 16, wherein the exchange rate is a single virtual game piece ofa particular hierarchical group consumed for a single virtual game pieceof a matching hierarchical group.
 20. The system of claim 16, whereinthe new virtual game piece is a particular virtual game piece chosen bythe first player.
 21. The system of claim 16, wherein the performedoperations further include: supplementing the first collection with apack of additional virtual game pieces having a variety of availabilityfrequencies.
 22. The system of claim 16, wherein the history datafurther indicates a cosmetic enhancement that is in the first collectionassociated with the first player, wherein the cosmetic enhancement isenabled to be applied to the given virtual game piece by the firstplayer during the session of the game associated with the managementplatform.
 23. A non-transitory computer-readable medium having storedthereon instructions that, when executed by one or more processors,cause the one or more processor to perform operations including:instantiating a game piece collection management platform (“managementplatform”) that stores and organizes virtual game pieces for a firstplayer, the management platform includes history data that indicates anumber of virtual copies of game pieces that are in a first collectionassociated with the first player, wherein a virtual copy of a given gamepiece associated with the first collection is enabled to be used by thefirst player during a session of a game associated with the managementplatform; assigning each virtual game piece an availability frequency,each availability frequency is organized into hierarchical groups; andreceiving instructions from the first player that causes the managementplatform to consume a number of virtual game pieces from the firstcollection in exchange for a new virtual game piece, wherein consumptionof virtual game pieces causes those virtual game pieces to be disabledfor the first player during the session of the game associated with themanagement platform, wherein an exchange rate of the exchange is basedon the availability frequency associated with the number of virtual gamepieces and the new virtual game piece.
 24. The computer-readable mediumof claim 23, wherein the exchange rate is multiple virtual game piecesof more frequent hierarchical group consumed for a single virtual gamepiece of a less frequent hierarchical group.
 25. The computer-readablemedium of claim 23, wherein the exchange rate is a single virtual gamepiece of a particular hierarchical group consumed for a single virtualgame piece of a matching hierarchical group.
 26. The computer-readablemedium of claim 23, wherein the performed operations further include:supplementing the first collection with a pack of additional virtualgame pieces having a variety of availability frequencies.
 27. Thecomputer-readable medium of claim 23, wherein the history data furtherindicates a cosmetic enhancement that is in the first collectionassociated with the first player, wherein the cosmetic enhancement isenabled to be applied to the given virtual game piece by the firstplayer during the session of the game associated with the managementplatform.